new itgb game released: Are You Quick Enough?
by Johnny Vo · in iTorque 2D · 01/25/2011 (5:35 pm) · 63 replies
Hey everyone my game just got released today. Would be a big plus if you guys could check it out and let me know what you think.
itunes.apple.com/us/app/are-you-quick-enough-the-ultimate/id415216872?mt=8&l...

itunes.apple.com/us/app/are-you-quick-enough-the-ultimate/id415216872?mt=8&l...

About the author
Enlevel - Programmer. Games released with iT2D: Are You Quick Enough?, Coloring 4 Kids, Twistum
#22
BTW the game is number 33 now!
09/22/2011 (3:45 pm)
Scott, I also recommend implementing push notifications if you haven't already. I used the free service xtify.com and i've been happy with their service so far. BTW the game is number 33 now!
#23
09/26/2011 (1:12 pm)
Nicely done and well tuned. Get this baby up to #1! (Currently #4 when I looked). Congatulations.
#24
The best part is that people are enjoying the game. I love to read their reviews!
09/26/2011 (1:15 pm)
Thanks, Randy! The app is #4 in U.S and #1 in U.K. Yesterday I had 170k downloads!The best part is that people are enjoying the game. I love to read their reviews!
#25
09/26/2011 (4:09 pm)
Way to go Johnny!! Any cross purchase on your other apps?
#26
Coloring Books: No affect at all. 0% increase
Twistum: About a 100% increase.
Are You Quick Enough Free (ad-supported lite version): About 500% percent increase. Cross promotion works here because it's most relevant to the target audience plus I have the link in more than just the "More Apps" screen.
Cross promotion works but two key things you need to do is make sure it's relevant to your audience and put it in front of their face as much as possible.
09/26/2011 (5:52 pm)
Hey Scott! It's interesting with cross promotion. I've had half a million downloads and here's how it has affected other games.Coloring Books: No affect at all. 0% increase
Twistum: About a 100% increase.
Are You Quick Enough Free (ad-supported lite version): About 500% percent increase. Cross promotion works here because it's most relevant to the target audience plus I have the link in more than just the "More Apps" screen.
Cross promotion works but two key things you need to do is make sure it's relevant to your audience and put it in front of their face as much as possible.
#27
As I look now it's #2 in U.S Top Free Apps for iPhone !
I tried the game; some suggestions:
1) make a difficulty level; some levels I found it frustrating that I was not quick enough :-); maybe some difficulty level where things just are slower ?
2) do a HD version
we just submitted our first app for review
www.garagegames.com/community/blogs/view/21252
what's your estimate about the time that will take?
btw, I will be in S. Francisco for some days next week
09/27/2011 (5:33 am)
Congratulations Johnny.As I look now it's #2 in U.S Top Free Apps for iPhone !
I tried the game; some suggestions:
1) make a difficulty level; some levels I found it frustrating that I was not quick enough :-); maybe some difficulty level where things just are slower ?
2) do a HD version
we just submitted our first app for review
www.garagegames.com/community/blogs/view/21252
what's your estimate about the time that will take?
btw, I will be in S. Francisco for some days next week
#28
Would love to do an HD version... need to talk to my artist. :)
Your game should take about 5 working days to get approved.
I'm going to the Unity Conference tomorrow! What are you doing in S.F next week? Business? Pleasure?
09/27/2011 (5:43 pm)
Hi Pedro! Thanks for the comments and suggestions. Difficulty balance is always tough for me, but an easy setting would help alot!Would love to do an HD version... need to talk to my artist. :)
Your game should take about 5 working days to get approved.
I'm going to the Unity Conference tomorrow! What are you doing in S.F next week? Business? Pleasure?
#29
> 5 working days to get approved.
really? I thought it could take weeks/months, that is good news.
> What are you doing in S.F
I was actually going to knock at the door of the Apple reviewer of my app to see if they can see it quickly...no, not really; just a mini work/holiday in CA.
btw, I think you mentioned some time ago about the posting of a Mobclix resource :-)
www.garagegames.com/community/forums/viewthread/117657
I actually got iAds to work, I'll post a resource here soon.
09/27/2011 (6:10 pm)
Hi Johnny> 5 working days to get approved.
really? I thought it could take weeks/months, that is good news.
> What are you doing in S.F
I was actually going to knock at the door of the Apple reviewer of my app to see if they can see it quickly...no, not really; just a mini work/holiday in CA.
btw, I think you mentioned some time ago about the posting of a Mobclix resource :-)
www.garagegames.com/community/forums/viewthread/117657
I actually got iAds to work, I'll post a resource here soon.
#30
09/27/2011 (6:21 pm)
I still need to get to that resource! I'll try to after the Unity Conference. Anyway I hope you have a good time next week.
#32
Numbers (world wide) are for the period between 9/09/11 - 9/28/11 (19 days total)
Full Version (currently free with inapp purchases)
1 million downloads, Net 14k, 1.4% conversion rate.
Lite Version (free with ads)
25k downloads, Net 400, ~1.6% "conversion rate".
Couple of points to take away from my numbers.
An app with in-app purchase or an an app with just ads can both make about the same money.
Ads can make as much money as in app purchases. But with inapp purchases, the sky is the limit on how much you can make, it's up to your content.
How you do your ads also matters.
The best approach is probably a free game with ads and with in-app purchases.
Be careful with Ads, don't piss off your user base.
I don't have any data with just a paid app.
The key to making money with a free app is to have a big user base. If you have a quality paid app then you wouldn't need such a ridiculous number of downloads to make money.
09/29/2011 (12:24 pm)
@Pedro - Sure, here are some numbers. I hope it helps. As you might know Are you Quick Enough hit the top free chart ever since I made it free. Here are the numbers for the last 19 days.Numbers (world wide) are for the period between 9/09/11 - 9/28/11 (19 days total)
Full Version (currently free with inapp purchases)
1 million downloads, Net 14k, 1.4% conversion rate.
Lite Version (free with ads)
25k downloads, Net 400, ~1.6% "conversion rate".
Couple of points to take away from my numbers.
An app with in-app purchase or an an app with just ads can both make about the same money.
Ads can make as much money as in app purchases. But with inapp purchases, the sky is the limit on how much you can make, it's up to your content.
How you do your ads also matters.
The best approach is probably a free game with ads and with in-app purchases.
Be careful with Ads, don't piss off your user base.
I don't have any data with just a paid app.
The key to making money with a free app is to have a big user base. If you have a quality paid app then you wouldn't need such a ridiculous number of downloads to make money.
#33
Cannibal Cookout is heading down the in-app and tapjoy route, not sure where it will end up.
09/29/2011 (12:51 pm)
Johnny, Not bad for 19 days work ;) Cannibal Cookout is heading down the in-app and tapjoy route, not sure where it will end up.
#34
09/29/2011 (1:15 pm)
Scott, i've heard good things about tapjoy. Let us know how that works out. Also, when is the release date! I can't wait to get a final copy.
#35
09/29/2011 (1:25 pm)
Release keeps getting pushed back :( More people have seen the game and raised issues with the complexity of the game, so now we are putting in stuff to help/assist. It's all for the good (I hope), no point releasing a game that people can't understand.
#36
09/29/2011 (1:27 pm)
Thats actually good news! Seems like you guys want to release a quality product.
#37
Those 5 days of wait for review turned out to be 2 days; *and* coincidentally I received an email from Apple saying that my 2 apps were on sale the same day I was passing by S.F; either some cosmic planet alignment or they are reading these forums.
here's the announcement blog
www.garagegames.com/community/blogs/view/21279
10/01/2011 (1:14 am)
Thanks for the info, Johnny.Those 5 days of wait for review turned out to be 2 days; *and* coincidentally I received an email from Apple saying that my 2 apps were on sale the same day I was passing by S.F; either some cosmic planet alignment or they are reading these forums.
here's the announcement blog
www.garagegames.com/community/blogs/view/21279
#38
I finally got a chance to play it and man is it tough. I am not very quick it seems. Anyhow congratulations on your figures. I am wondering, did you do anything special, advertising, publishing etc to get these numbers? Because quite frankly, while I believe the app is free (was for me) to achieve numbers like this is great for a number of reasons.
Amazing!
10/01/2011 (4:27 am)
Hi Johnny, I finally got a chance to play it and man is it tough. I am not very quick it seems. Anyhow congratulations on your figures. I am wondering, did you do anything special, advertising, publishing etc to get these numbers? Because quite frankly, while I believe the app is free (was for me) to achieve numbers like this is great for a number of reasons.
Amazing!
#39
I did do some advertising when the game was free. I had my game on monsterfreeapps.com. It was a 1 day feature that I paid $725. It's hard to gauge how that affected downloads, but I would like to think that it helped.
Update on downloads: 1.3 million!
10/02/2011 (5:40 am)
@Rennie - Thank you! I did do some advertising when the game was free. I had my game on monsterfreeapps.com. It was a 1 day feature that I paid $725. It's hard to gauge how that affected downloads, but I would like to think that it helped.
Update on downloads: 1.3 million!
#40
That is incredible.
Congratulations. Well done.
So I have a few questions.
1. With monsterapps, the $750 fee, was that for the 1 day feature and that was it? Or are you, were you in the background (other available apps, just not featured) for a month, week or something?
2. You should be able to see, how many apps were downloaded the day of the feature and since. Have downloads been steady, weekly? Declining, going up?
3. How many were downloaded the day of the feature?
4. Is/was the app, always free?
5. Whats your next step?
Sorry if I am asking too many questions, and you of course do not have to divulge any of your stats specific etc, if you don't want. I am just curious to see (beyond the game design itself) what can help a game become well known and successful.
10/02/2011 (8:50 am)
Wow.That is incredible.
Congratulations. Well done.
So I have a few questions.
1. With monsterapps, the $750 fee, was that for the 1 day feature and that was it? Or are you, were you in the background (other available apps, just not featured) for a month, week or something?
2. You should be able to see, how many apps were downloaded the day of the feature and since. Have downloads been steady, weekly? Declining, going up?
3. How many were downloaded the day of the feature?
4. Is/was the app, always free?
5. Whats your next step?
Sorry if I am asking too many questions, and you of course do not have to divulge any of your stats specific etc, if you don't want. I am just curious to see (beyond the game design itself) what can help a game become well known and successful.
Torque Owner Scott Wilson-Billing
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